MoveComponentSystem.cs 8.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace ET
  5. {
  6. [FriendOf(typeof(MoveComponent))]
  7. public static class MoveComponentSystem
  8. {
  9. [Callback(CallbackType.MoveTimer)]
  10. public class MoveTimer: ATimer<MoveComponent>
  11. {
  12. protected override void Run(MoveComponent self)
  13. {
  14. try
  15. {
  16. self.MoveForward(false);
  17. }
  18. catch (Exception e)
  19. {
  20. Log.Error($"move timer error: {self.Id}\n{e}");
  21. }
  22. }
  23. }
  24. [ObjectSystem]
  25. public class MoveComponentDestroySystem: DestroySystem<MoveComponent>
  26. {
  27. protected override void Destroy(MoveComponent self)
  28. {
  29. self.Clear();
  30. }
  31. }
  32. [ObjectSystem]
  33. public class MoveComponentAwakeSystem: AwakeSystem<MoveComponent>
  34. {
  35. protected override void Awake(MoveComponent self)
  36. {
  37. self.StartTime = 0;
  38. self.StartPos = Vector3.zero;
  39. self.NeedTime = 0;
  40. self.MoveTimer = 0;
  41. self.tcs = null;
  42. self.Targets.Clear();
  43. self.Speed = 0;
  44. self.N = 0;
  45. self.TurnTime = 0;
  46. }
  47. }
  48. public static bool IsArrived(this MoveComponent self)
  49. {
  50. return self.Targets.Count == 0;
  51. }
  52. public static bool ChangeSpeed(this MoveComponent self, float speed)
  53. {
  54. if (self.IsArrived())
  55. {
  56. return false;
  57. }
  58. if (speed < 0.0001)
  59. {
  60. return false;
  61. }
  62. Unit unit = self.GetParent<Unit>();
  63. using ListComponent<Vector3> path = ListComponent<Vector3>.Create();
  64. self.MoveForward(true);
  65. path.Add(unit.Position); // 第一个是Unit的pos
  66. for (int i = self.N; i < self.Targets.Count; ++i)
  67. {
  68. path.Add(self.Targets[i]);
  69. }
  70. self.MoveToAsync(path, speed).Coroutine();
  71. return true;
  72. }
  73. public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<Vector3> target, float speed, int turnTime = 100, ETCancellationToken cancellationToken = null)
  74. {
  75. self.Stop();
  76. foreach (Vector3 v in target)
  77. {
  78. self.Targets.Add(v);
  79. }
  80. self.IsTurnHorizontal = true;
  81. self.TurnTime = turnTime;
  82. self.Speed = speed;
  83. self.tcs = ETTask<bool>.Create(true);
  84. Game.EventSystem.Publish(self.DomainScene(), new EventType.MoveStart() {Unit = self.GetParent<Unit>()});
  85. self.StartMove();
  86. void CancelAction()
  87. {
  88. self.Stop();
  89. }
  90. bool moveRet;
  91. try
  92. {
  93. cancellationToken?.Add(CancelAction);
  94. moveRet = await self.tcs;
  95. }
  96. finally
  97. {
  98. cancellationToken?.Remove(CancelAction);
  99. }
  100. if (moveRet)
  101. {
  102. Game.EventSystem.Publish(self.DomainScene(), new EventType.MoveStop() {Unit = self.GetParent<Unit>()});
  103. }
  104. return moveRet;
  105. }
  106. public static void MoveForward(this MoveComponent self, bool needCancel)
  107. {
  108. Unit unit = self.GetParent<Unit>();
  109. long timeNow = TimeHelper.ClientNow();
  110. long moveTime = timeNow - self.StartTime;
  111. while (true)
  112. {
  113. if (moveTime <= 0)
  114. {
  115. return;
  116. }
  117. // 计算位置插值
  118. if (moveTime >= self.NeedTime)
  119. {
  120. unit.Position = self.NextTarget;
  121. if (self.TurnTime > 0)
  122. {
  123. unit.Rotation = self.To;
  124. }
  125. }
  126. else
  127. {
  128. // 计算位置插值
  129. float amount = moveTime * 1f / self.NeedTime;
  130. if (amount > 0)
  131. {
  132. Vector3 newPos = Vector3.Lerp(self.StartPos, self.NextTarget, amount);
  133. unit.Position = newPos;
  134. }
  135. // 计算方向插值
  136. if (self.TurnTime > 0)
  137. {
  138. amount = moveTime * 1f / self.TurnTime;
  139. Quaternion q = Quaternion.Slerp(self.From, self.To, amount);
  140. unit.Rotation = q;
  141. }
  142. }
  143. moveTime -= self.NeedTime;
  144. // 表示这个点还没走完,等下一帧再来
  145. if (moveTime < 0)
  146. {
  147. return;
  148. }
  149. // 到这里说明这个点已经走完
  150. // 如果是最后一个点
  151. if (self.N >= self.Targets.Count - 1)
  152. {
  153. unit.Position = self.NextTarget;
  154. unit.Rotation = self.To;
  155. var tcs = self.tcs;
  156. self.tcs = null;
  157. self.Clear();
  158. tcs?.SetResult(!needCancel);
  159. return;
  160. }
  161. self.SetNextTarget();
  162. }
  163. }
  164. private static void StartMove(this MoveComponent self)
  165. {
  166. self.BeginTime = TimeHelper.ClientNow();
  167. self.StartTime = self.BeginTime;
  168. self.SetNextTarget();
  169. self.MoveTimer = TimerComponent.Instance.NewFrameTimer(CallbackType.MoveTimer, self);
  170. }
  171. private static void SetNextTarget(this MoveComponent self)
  172. {
  173. Unit unit = self.GetParent<Unit>();
  174. ++self.N;
  175. // 时间计算用服务端的位置, 但是移动要用客户端的位置来插值
  176. Vector3 v = self.GetFaceV();
  177. float distance = v.magnitude;
  178. // 插值的起始点要以unit的真实位置来算
  179. self.StartPos = unit.Position;
  180. self.StartTime += self.NeedTime;
  181. self.NeedTime = (long) (distance / self.Speed * 1000);
  182. if (self.TurnTime > 0)
  183. {
  184. // 要用unit的位置
  185. Vector3 faceV = self.GetFaceV();
  186. if (faceV.sqrMagnitude < 0.0001f)
  187. {
  188. return;
  189. }
  190. self.From = unit.Rotation;
  191. if (self.IsTurnHorizontal)
  192. {
  193. faceV.y = 0;
  194. }
  195. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  196. {
  197. self.To = Quaternion.LookRotation(faceV, Vector3.up);
  198. }
  199. return;
  200. }
  201. if (self.TurnTime == 0) // turn time == 0 立即转向
  202. {
  203. Vector3 faceV = self.GetFaceV();
  204. if (self.IsTurnHorizontal)
  205. {
  206. faceV.y = 0;
  207. }
  208. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  209. {
  210. self.To = Quaternion.LookRotation(faceV, Vector3.up);
  211. unit.Rotation = self.To;
  212. }
  213. }
  214. }
  215. private static Vector3 GetFaceV(this MoveComponent self)
  216. {
  217. return self.NextTarget - self.PreTarget;
  218. }
  219. public static bool FlashTo(this MoveComponent self, Vector3 target)
  220. {
  221. Unit unit = self.GetParent<Unit>();
  222. unit.Position = target;
  223. return true;
  224. }
  225. public static void Stop(this MoveComponent self)
  226. {
  227. if (self.Targets.Count > 0)
  228. {
  229. self.MoveForward(true);
  230. }
  231. self.Clear();
  232. }
  233. public static void Clear(this MoveComponent self)
  234. {
  235. self.StartTime = 0;
  236. self.StartPos = Vector3.zero;
  237. self.BeginTime = 0;
  238. self.NeedTime = 0;
  239. TimerComponent.Instance?.Remove(ref self.MoveTimer);
  240. self.Targets.Clear();
  241. self.Speed = 0;
  242. self.N = 0;
  243. self.TurnTime = 0;
  244. self.IsTurnHorizontal = false;
  245. if (self.tcs != null)
  246. {
  247. var tcs = self.tcs;
  248. self.tcs = null;
  249. tcs.SetResult(false);
  250. }
  251. }
  252. }
  253. }